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GOG.com is a digital distribution platform – an online store with a curated selection of games, an optional gaming client giving you freedom of choice, and a vivid community of gamers.
All of this born from a deeply rooted love for games, utmost care about customers, and a belief that you should own the things you buy.

What is GOG.com about?

Hand-picking the best in gaming. A selection of great games, from modern hits to all-time classics, that you really shouldn’t miss.

GOG.com is a digital distribution platform – an online store with a curated selection of games, an optional gaming client giving you freedom of choice, and a vivid community of gamers.
All of this born from a deeply rooted love for games, utmost care about customers, and a belief that you should own the things you buy.

What is GOG.com about?

Hand-picking the best in gaming. A selection of great games, from modern hits to all-time classics, that you really shouldn’t miss.

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dtgreene

Nasty Woman she/her

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Just a game design thought that I have had. How would you design a single player game that: 1. Is blatantly unfair, and 2. Wants you to succeed?

Yes, those traits seem like a contradiction, but I am curious if anyone would have any interesting ideas?

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Crosmando

chrono commando

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I don't claim to be an expert on anything, but- 1. By making enemies tough and fast and the player weak, simple numbers game, the same way difficulty is increased in most/all games. 2. Probably by rewarding failure and death, ie dying in different ways gives your character XP or other rewards. However you'd need ways to prevent exploitation of such a mechanic so the player doesn't continually kill themselves to get free stuff.

Post edited February 09, 2018 by Crosmando

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amok

FREEEEDOOOM!!!!

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high rated

Telika

Seagog

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timppu

Master of the Universe!!!?!

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Probably the easiest way was to make a game that keeps killing you in all kinds of unfair ways and enemies are way overpowered compared to you, but if you finish the game, it has a button where you can donate real money to the game developers.

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dtgreene

Nasty Woman she/her

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Another thought occurred to me; in such a game, it makes sense for the unfairness to be predictable rather than RNG based. This way, the player can learn from their mistakes, even if it is not obvious beforehand that it would be a mistake.

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Punington

My uncle

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Just kidding, maybe you can draw inspiration from Ze Frank's games, like Atheist.

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nightcraw1er.488

#FCKGalaxy

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dtgreene: Just a game design thought that I have had. How would you design a single player game that: 1. Is blatantly unfair, and 2. Wants you to succeed?

Yes, those traits seem like a contradiction, but I am curious if anyone would have any interesting ideas?

You want the Dark Souls series. Endless grind, blatantly hard to elongate play time, but still wants you to succeed as they made sequels.

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Luned

Dude, I'm a Lady

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thomq

New User

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Maybe get some ideas from the casinos in Las Vegas? Or any of the lotteries? Or from the companies that sell alcohol products, or tobacco products, or reproductive-impediment products?

Essentially all of those customers are experiencing unfairness and usually without realizing their disadvantage at all, or just not caring about it not working out. Obviously, the companies do want their customers to succeed so as to dissuade the thought of unfairness from potential customers.

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Luned

Dude, I'm a Lady

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Now that I think about it, Sunless Sea sort of does this. The goal is somewhat concealed from the player in the beginning. If you start playing thinking that you can achieve one of the win conditions in one captain's lifetime, like a standard-form cRPG, the game is blatantly unfair and essentially unwinnable.

However, every death handed you gives you an opportunity to make different choices, by legacies that will improve your next captain, and by taking different options when presented with events. Eventually the accumulation of rewards and the player's increased knowledge of the game's structure start to sway the odds in your favor. The game wants you to succeed, but you have to figure out what kind of game you're actually playing first. It's more of a hybrid of RPG/dynastic strategy.

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HereForTheBeer

Positive Patty

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I'd simply copy the formula of most 'rogue-likes'. Because that's what you describe.

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BlackMageJ

Eaten by a Grue

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The tabletop game Elder Sign is a bit like this. It's a dice-rolling game, and on the face of it it's entirely luck based and the odds aren't in the players' favour. If you just roll and hope, you will lose, horribly.

But, when you get into it, you realise that it's actually a game of luck manipulation- between character abilities and collectable items, you have all sorts of ways of improving the odds. You can reroll dice, turn certain combinations of bad results into good results, ignore certain penalties... if you figure out when and how to best use everything at your disposal, the balance of probability tips in favour of the player team.

Of course, a run of bad rolls/draws will still destroy you. But that's part of the fun. It's a Cthulhu game, it wouldn't be right if it was easy.

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LongitudinalThrust

Nu User

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I'd ask Kayin or, if you want to get all "hardcore" about it, Solgryn. The I wanna be games are pretty much exactly that.

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misteryo

you are required to own on gog

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HereForTheBeer: I'd simply copy the formula of most 'rogue-likes'. Because that's what you describe.

Rogue Legacy nails it, I think. It is totally unfair, and therefore you die a lot. The reward is that your next charcter - your heir - inherits your gold, so each successive generation can upgrade their gear and manor etc. to their benefit. So, the longer the play the more you die and the better your chances of success get.